reddit said:So each turn, I would like to balance the following factors to choose the destination of each AI agent for the turn:
- **The tile must be within movement range** (obviously). Unspent movement points provide no benefit, so the movement cost itself is only a binary value. Some terrain types cost more than other.
2. **the risk of getting there** (going near enemy can trigger attacks of opportunity, walking into enemy line of sight can trigger overwatch fire)
3. How closer to its long term objective
4. How good the position is to attack/hamper the player team.
3) is got easily by running dijkstra from the objective, using whatever combination of movement cost + risk is appropriate.
4) I compute this using an utility function
My problem is combining a) and b)
I first thought of running dijkstra with a cost limited to the movement range, and only use the subset to run another dijkstra with risk.
But if I do that, I risk having paths that could be reached within the movement range, but will take longer to get to if I follow the path that factors risk.
So I would need a function that does the following:
For each tile in movement range, gets the minimal cost/safest path to get there without spending more than M movement points.
Is there a "standard" way to do so, assuming the number of movement points is relatively low (12 or less)?
I was thinking about running a floodfill algorithm, with the following alterations: Each tile would store a table instead of a single "cost" value.
The table would be store:
[Mv_Cost_To_Get_There] = danger level
Starting with the origin tile, we visit each neighbour, and to adjust their cost/risk matrix if we find a better way to get there.
Each neighbours for which any table value has been updated would then be re-added to the queue.
Whenever a tile is added to the queue, we also add the first "mv cost index" modified as priority (lowest goes first).
For instance, we now visit tile (2,1).
Its matrix is:
MV Cost Risk
1 False
2 False
3 4
4 4
5 3
6 3
7 3
The cost to get from tile (2,1) to tile (2,2) is 2
tile 2,2 is as follow:
MV Cost Risk updated Risk
1 False False
2 False False
3 False False
4 6 6
5 6 4
6 5 4
7 5 3
If (2,2) was already in the queue, we check its priority index: if it was higher than the first we changed (5), we update it to this value.
Otherwise, we add (2,2) to the queue with priority 5.
I should probably add a column for the previous visited tile to the table.
Actually, I'd rather just skip the middle button tutorial, but I'd like to explain how flanking, actions, zones of control, attack and defense support work in the game so that it doesn't feel like clicking things randomly when trying the game
Cool idea! I envision the interface asking me "What do you want your team's turn order to be?" Then I set my preferred marching order, then based on my Commander's Tactics roll, it will scramble the order I set (a perfect success meaning it gets to stay exactly how I set it).I prefer if you can choose [initiative] order yourself, so if I were to make it stat based, I would base it on the commander's tactics skill, and not on the individual units.
Cool idea! I envision the interface asking me "What do you want your team's turn order to be?" Then I set my preferred marching order, then based on my Commander's Tactics roll, it will scramble the order I set (a perfect success meaning it gets to stay exactly how I set it).I prefer if you can choose [initiative] order yourself, so if I were to make it stat based, I would base it on the commander's tactics skill, and not on the individual units.
I think it's bad but they had to do it because their soldiers have no attributes, they had no choice.
Please, get a full character creation system with attributes and perks on top of combat skills.
Why not taking a look at the Colony Ship demo for some inspiration instead ?
My problem is that initiative makes even less sense in large maps (where not all characters are present in the same room). Also, the goal is to de-emphasize alpha strike, not to tie it to some stats.
Also, I prefer if you can choose the order yourself, so if I were to make it stat based, I would base it on the commander's tactics skill, and not on the individual units (and have the leadership roll affect how "slots" are shared between both teams).
Well, you have to pick a system that makes sense for your game, as long as it's not the DoS/Chimera system, it'll be fine.
Also, as everyone said, i prefer the turn per team system for huge groups (Fantasy General/Warbanners style) then again, if you think something that works better for you, it'll probably be fine once vetted by monocled beta-testers.
It worked rather well in Final Liberation actually (and its TT inspiration, Epic 40K), but you could choose each turn who would go next (and there was a tactics skill to retain initiative, and maybe to skip turn in Epic: Armageddon).
I really enjoyed the multi-player mode of Final Liberation (maybe because i was nuking everyone ... Ah, good times ... ) and yes, it worked well but everything has to happen lightning fast if you choose this path.
But what I dislike about initiative rolls is that you have little input on who goes first (you can delay action, but I don't really like this mechanism, especially on large maps).
Indeed, things used to die quickly in Final Liberation. I have seldom played the SP, but I remember having 100% victory with the Imperium, and 0% with the Orks.
Good times indeed
You are right in that it works because the game was very lethal, but the map size relative to character movement is similar to what I want to do (traversing the map is a bit faster in Zodiac Legion, and there are usually less units to move).
My plan is to go X-COM/XCOM2 when it comes to dungeon generation:
Each map section would have some parts fixed and possibly other to be filled by a smaller map preset.
I think it offers the best compromise between replaya
Something like that:
Thank you, I went back there to bring it back.Did we lose half a sentence in the alien dimension ?
Sorry, it's been a long time without updates!
I have been working on the kingdomscape:
The provinces need to be redrawn, because, as the writer/designer told me, they should follow rivers a bit more... That may also make connections a bit more interesting.
I have started integrating both parts together, but there are still a lot of bugs happening when playing two maps in a row (especially when both battles use the same mission parameters).
I also added a combat preview:
The damage preview is still missing.
It displays the critical to hit number (7), the to-hit number (10), and the threshold value (the number of hits required, depending on the target defense value: 4 here).
Is it too crowded?
I guess there should be a more elegant way to show it without brackets (like 7 on the left, and 10 on the right?).
I think it is in the beginning, but as it would be used a lot in the game, it should be relatively easy to grasp.
I decided against showing percentages, because they don't map too well to the game system.
The damage preview is still missing.
It displays the critical to hit number (7), the to-hit number (10), and the threshold value (the number of hits required, depending on the target defense value: 4 here).
Is it too crowded?
I guess there should be a more elegant way to show it without brackets (like 7 on the left, and 10 on the right?).
I think it is in the beginning, but as it would be used a lot in the game, it should be relatively easy to grasp.
I decided against showing percentages, because they don't map too well to the game system.